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<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>An interactive online trainer for primary school computer science education: Design, implementation, and theoretical foundations</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Alina Zhdaniuk</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Olena Tarasova</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Mykhailo Moiseienko</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Alexander Stepanyuk</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Kryvyi Rih State Pedagogical University</institution>
          ,
          <addr-line>54 Universytetskyi Ave., Kryvyi Rih, 50086</addr-line>
          ,
          <country country="UA">Ukraine</country>
        </aff>
      </contrib-group>
      <fpage>139</fpage>
      <lpage>151</lpage>
      <abstract>
        <p>This paper presents an interactive online trainer for primary school computer science education designed to address the challenges of introducing computational thinking and digital literacy skills to young learners. The system incorporates game-based learning, multimedia elements, and self-regulated learning principles to provide an engaging, accessible, and efective learning experience. The interactive online trainer features three main types of learning activities: image-text matching, puzzle assembly, and multiple-choice quizzes, which are designed to progressively build students' understanding of computer science concepts. The interactive online trainer has the potential to support the integration of computer science education into primary school curricula and promote early exposure to computational thinking and digital literacy skills.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;computer science education</kwd>
        <kwd>educational technology</kwd>
        <kwd>game-based learning</kwd>
        <kwd>interactive learning</kwd>
        <kwd>multimedia learning</kwd>
        <kwd>primary education</kwd>
        <kwd>self-regulated learning</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        Computer science (CS) education has become increasingly crucial, even at the primary school level
[
        <xref ref-type="bibr" rid="ref1 ref2">1, 2</xref>
        ]. Exposing students to CS concepts and skills from an early age can foster computational thinking
[
        <xref ref-type="bibr" rid="ref3">3</xref>
        ], problem-solving abilities, and digital literacy [
        <xref ref-type="bibr" rid="ref4 ref5">4, 5</xref>
        ]. Early introduction to CS has the potential to
broaden participation in the field and promote equity by providing access to all students, regardless of
their background [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. As technology continues to permeate every aspect of our lives, it is essential to
equip young learners with the knowledge and skills necessary to thrive in a technology-driven world
[
        <xref ref-type="bibr" rid="ref7 ref8">7, 8</xref>
        ].
      </p>
      <p>
        Despite the recognized importance of CS education, integrating it into primary school curricula
presents several challenges. One major obstacle is the lack of qualified teachers with the necessary
knowledge and skills to efectively teach CS concepts [
        <xref ref-type="bibr" rid="ref10 ref9">9, 10</xref>
        ]. Many primary school teachers do not
have a background in CS and may feel unprepared or hesitant to teach the subject [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]. Additionally,
there is often a shortage of age-appropriate learning resources and tools that cater to the developmental
needs and capabilities of young learners [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ]. Furthermore, finding ways to make CS concepts engaging,
interactive, and accessible to children with diverse learning styles and backgrounds can be challenging
[
        <xref ref-type="bibr" rid="ref13">13</xref>
        ].
      </p>
      <p>
        Interactive online trainers ofer a promising solution to address the challenges of introducing CS
education in primary schools. These digital tools can provide an engaging and accessible platform for
students to learn and practice CS concepts at their own pace [
        <xref ref-type="bibr" rid="ref14 ref8">8, 14</xref>
        ]. Interactive trainers can incorporate
gamification elements, such as rewards and challenges, to motivate and engage young learners [
        <xref ref-type="bibr" rid="ref15 ref16">15, 16</xref>
        ].
They can ofer immediate feedback and adapt to individual student’s needs and progress [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ]. Interactive
online trainers can also support teachers by providing structured content, lesson plans, and resources,
thus reducing the burden of lesson preparation and helping to bridge knowledge gaps [
        <xref ref-type="bibr" rid="ref18 ref9">9, 18</xref>
        ].
      </p>
      <p>This paper presents the design and implementation of an interactive online trainer for primary school
CS education. The main objectives of this research are:
1. To develop an interactive online trainer that efectively supports the learning of basic CS concepts
for primary school students.
2. To describe the design principles, software architecture, and key features of the trainer.
3. To discuss the theoretical foundations underpinning the design of the trainer, including
constructivist learning, game-based learning, multimedia principles, and self-regulated learning.
4. To outline a plan for evaluating the efectiveness of the trainer in terms of student learning
outcomes, engagement, and motivation.</p>
      <p>The following research questions guide this study:
RQ1: How can an interactive online trainer be designed to support the learning of CS concepts for
primary school students?
RQ2: What are the key design principles and features that promote efective learning, engagement,
and motivation in an interactive CS trainer?
RQ3: How can theories of learning and motivation inform the design of an interactive online trainer
for primary school CS education?
RQ4: What are the potential implications of using an interactive online trainer for CS education in
primary schools, and what are the limitations and future directions for research?</p>
    </sec>
    <sec id="sec-2">
      <title>2. Theoretical background</title>
      <p>
        Constructivist learning theory posits that learners actively construct knowledge through experiences
and interactions with their environment [
        <xref ref-type="bibr" rid="ref18 ref19">18, 19</xref>
        ]. In this view, learning is not a passive process of
information transmission but rather an active process of meaning-making and knowledge construction
[
        <xref ref-type="bibr" rid="ref20">20</xref>
        ]. Interactive learning environments [
        <xref ref-type="bibr" rid="ref21">21</xref>
        ], such as online trainers, can support constructivist learning
by providing opportunities for learners to actively engage with content, explore concepts, and receive
feedback [
        <xref ref-type="bibr" rid="ref22 ref23">22, 23</xref>
        ].
      </p>
      <p>Figure 1 illustrates the key principles of constructivist learning theory and how they can be applied
in the design of interactive learning environments.</p>
      <p>Constructivist
learning theory
Design principles for
interactive trainers</p>
      <p>Active
knowledge
construction</p>
      <p>Interactive</p>
      <p>learning
environments</p>
      <p>
        Game-based learning (GBL) and gamification have emerged as efective strategies for engaging and
motivating learners [
        <xref ref-type="bibr" rid="ref24 ref25">24, 25</xref>
        ], particularly in the context of digital learning environments [
        <xref ref-type="bibr" rid="ref14 ref7">7, 14</xref>
        ]. GBL
refers to the use of games specifically designed for educational purposes, while gamification involves
the application of game elements and mechanics to non-game contexts [
        <xref ref-type="bibr" rid="ref26 ref27">26, 27</xref>
        ]. Both approaches
can enhance learning experiences by providing challenges, rewards, and opportunities for active
participation and problem-solving [
        <xref ref-type="bibr" rid="ref16 ref28">16, 28</xref>
        ].
      </p>
      <p>Table 1 presents a comparison of game-based learning and gamification, highlighting their key
characteristics and potential benefits for learning.</p>
      <p>
        Multimedia learning principles, derived from cognitive theories of learning, provide guidance for
designing efective educational materials that combine words and visuals [
        <xref ref-type="bibr" rid="ref28 ref29">28, 29</xref>
        ]. These principles
include [
        <xref ref-type="bibr" rid="ref30">30</xref>
        ]:
• The multimedia principle: students learn better from words and pictures than from words alone.
• The contiguity principle: corresponding words and pictures should be presented near each other
in space or time.
• The modality principle: students learn better when words are presented as narration rather than
on-screen text.
• The redundancy principle: students learn better from graphics and narration than from graphics,
narration, and on-screen text.
      </p>
      <p>• The coherence principle: learning is enhanced when extraneous material is excluded.</p>
      <p>Figure 2 presents a visual representation of the multimedia learning principles and their application
in the design of interactive learning materials.</p>
      <p>Contiguity
principle</p>
      <p>Redundancy</p>
      <p>principle</p>
      <p>Multimedia
learning principles</p>
      <p>Modality
principle
Coherence
principle</p>
      <p>
        Self-regulated learning (SRL) refers to the process by which learners actively monitor, control, and
regulate their cognitive, motivational, and behavioural processes to achieve their learning goals [
        <xref ref-type="bibr" rid="ref23">23</xref>
        ].
SRL is crucial for efective learning in interactive environments, where students have greater control
over their learning pace and process [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ]. Motivation is a key component of SRL, as it drives learners to
engage in and persist with learning activities [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ].
      </p>
      <p>Figure 3 illustrates the cyclical nature of self-regulated learning and the role of motivation in the
process.</p>
      <p>
        Designing efective educational software requires the integration of learning theories, instructional
design principles, and user-centred design approaches [
        <xref ref-type="bibr" rid="ref31 ref32">31, 32</xref>
        ]. Key considerations include:
Forethought phase
      </p>
      <p>Performance phase
Self-reflection phase</p>
      <p>Motivation</p>
      <p>• Aligning learning objectives with content and activities
• Providing clear instructions and feedback
• Incorporating interactive and engaging elements
• Adapting to learners’ needs and preferences
• Ensuring usability and accessibility
Identify learning objectives, target audience, and constraints
Develop instructional strategies, content, and user interface
Implementation the software, integration content, and conduct testing
Deploy the software, provide user support, and monitor usage</p>
      <p>Assess learning outcomes, user satisfaction, and identify areas for improvement</p>
    </sec>
    <sec id="sec-3">
      <title>3. Related work</title>
      <p>
        Several interactive learning systems have been developed to support CS education at various levels,
including primary schools. One notable example is the interactive multimedia package CITRA, designed
to foster moral values and digital literacy among primary school students in Indonesia [
        <xref ref-type="bibr" rid="ref33">33</xref>
        ]. Another
system, developed by Kaevikj et al. [
        <xref ref-type="bibr" rid="ref34">34</xref>
        ], focuses on teaching basic CS concepts through a combination of
storytelling and interactive challenges. Guo and Wu [
        <xref ref-type="bibr" rid="ref29">29</xref>
        ] investigated the use of an iPad-based interactive
learning application to support English language learning among rural primary school students in
China, highlighting the potential of mobile technologies for CS education in resource-constrained
settings.
      </p>
      <p>Table 3 provides an overview of selected interactive learning systems for CS education, comparing
their target audience, key features, and learning outcomes.</p>
      <p>
        Numerous studies have investigated the efectiveness of game-based learning approaches for teaching
CS concepts and skills. Kaldarova et al. [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] conducted an experimental study comparing the impact
of a GBL intervention and traditional teaching methods on primary school students’ learning of CS
terminology. The results showed significant improvements in students’ knowledge and motivation in the
GBL group. Similarly, Alipova et al. [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ] found that a custom-developed educational game significantly
enhanced primary school students’ memorization of CS terms compared to conventional instruction.
      </p>
      <p>
        Research on multimedia design principles has provided recommendations for creating efective
educational content. Chen et al. [
        <xref ref-type="bibr" rid="ref28">28</xref>
        ] investigated the impact of role-playing and simulation games
on primary school students’ understanding of carbon footprint concepts, highlighting the importance
of interactive and engaging multimedia elements. Friess et al. [
        <xref ref-type="bibr" rid="ref35">35</xref>
        ] explored the use of interactive
storytelling and gamification to raise awareness of film design structures among primary school
students, demonstrating the potential of multimedia-rich learning environments for fostering critical
thinking and creativity.
      </p>
      <p>
        Motivation is a crucial factor in the success of educational technology interventions. Li et al. [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ]
examined the influence of interactive learning materials on primary school teachers’ self-regulated
learning processes and learning satisfaction, highlighting the importance of intrinsic motivation and
self-eficacy. Carroll et al. [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ] evaluated the efectiveness of an interactive social-emotional learning
program for primary school students, demonstrating the potential of gamified learning experiences to
enhance motivation and engagement.
      </p>
      <p>Table 4 summarizes the key motivational factors in educational technology and their impact on
learning outcomes.</p>
    </sec>
    <sec id="sec-4">
      <title>4. System design and implementation</title>
      <sec id="sec-4-1">
        <title>4.1. Design goals and principles</title>
        <p>
          The primary goal of the interactive online trainer for primary school computer science education is to
provide an engaging, efective, and accessible learning experience that aligns with the cognitive and
developmental needs of young learners. The following design principles guided the development of the
system:
• A learner-centred design was implemented, prioritizing the needs, preferences, and capabilities of
primary school students [
          <xref ref-type="bibr" rid="ref31">31</xref>
          ].
• Interactivity was incorporated, promoting active learning, exploration, and experimentation [
          <xref ref-type="bibr" rid="ref23">23</xref>
          ].
• Gamification features were integrated to enhance motivation, engagement, and enjoyment [
          <xref ref-type="bibr" rid="ref27">27</xref>
          ].
• Multimedia richness was employed, combining text, images, animations, and other multimedia
elements to support diverse learning styles and facilitate understanding [
          <xref ref-type="bibr" rid="ref28">28</xref>
          ].
• Scafolding was provided, ofering structured support and guidance to help learners progressively
build their knowledge and skills [
          <xref ref-type="bibr" rid="ref9">9</xref>
          ].
        </p>
      </sec>
      <sec id="sec-4-2">
        <title>4.2. Software architecture overview</title>
        <p>
          The interactive online trainer is built using a client-server architecture, with the frontend implemented
using web technologies (HTML, CSS, and JavaScript [
          <xref ref-type="bibr" rid="ref36">36</xref>
          ]). Figure 4 presents a high-level overview of
the system’s software architecture.
        </p>
        <p>Client
(web browser)
Frontend (HTML,</p>
        <p>CSS, JavaScript)</p>
      </sec>
      <sec id="sec-4-3">
        <title>4.3. User interface and interaction design</title>
        <p>The user interface of the interactive online trainer is designed to be intuitive, visually appealing, and
age-appropriate for primary school students. The system features three main types of learning activities:
image-text matching, puzzle assembly, and multiple-choice quizzes.</p>
        <sec id="sec-4-3-1">
          <title>4.3.1. Image-text matching activity</title>
          <p>In this activity, students are presented with a set of images representing computer science concepts
(e.g., hardware components) and corresponding text labels. The objective is to drag and drop the text
labels onto the correct images, promoting visual recognition and vocabulary development. Figure 5
illustrates the user interface for the image-text matching activity.</p>
          <p>Monitor</p>
          <p>Keyboard</p>
          <p>Mouse</p>
        </sec>
        <sec id="sec-4-3-2">
          <title>4.3.2. Puzzle assembly activity</title>
          <p>The puzzle assembly activity challenges students to arrange a set of jumbled pieces to form a complete
image related to a computer science concept. This activity aims to develop spatial reasoning,
problemsolving skills, and conceptual understanding. Figure 6 depicts the user interface for the puzzle assembly
activity.</p>
        </sec>
        <sec id="sec-4-3-3">
          <title>4.3.3. Multiple-choice quiz</title>
          <p>The multiple-choice quiz activity presents students with a series of questions related to computer science
concepts, each accompanied by a set of possible answers. Students select the answer they believe to be
correct, receiving immediate feedback on their choice. This activity helps reinforce learning and assess
comprehension. Figure 7 shows the user interface for the multiple-choice quiz activity.</p>
          <p>What is the function of a computer mouse?</p>
          <p>A. To display images on the screen</p>
          <p>B. To input text into the computer
C. To control the movement of the cursor</p>
          <p>D. To store data and information</p>
        </sec>
      </sec>
      <sec id="sec-4-4">
        <title>4.4. Content development and integration</title>
        <p>
          The educational content for the interactive online trainer was developed in collaboration with primary
school teachers and computer science education experts. The content is aligned with the learning
objectives and standards of the primary school computer science curriculum, covering topics such as
computer hardware, software, algorithms, and digital literacy [
          <xref ref-type="bibr" rid="ref4">4</xref>
          ].
        </p>
        <p>
          The content is organized into modular units, each focusing on a specific concept or skill. Within each
unit, the learning activities (image-text matching, puzzle assembly, and multiple-choice quizzes) are
designed to progressively build on each other, providing a scafolded learning experience [
          <xref ref-type="bibr" rid="ref9">9</xref>
          ].
        </p>
      </sec>
      <sec id="sec-4-5">
        <title>4.5. Deployment and technical requirements</title>
        <p>The interactive online trainer is deployed on a web server, such as Apache or Nginx, and can be accessed
through a web browser on desktop computers, laptops, tablets, and smartphones. The system is designed
to be responsive and compatible with modern web browsers, such as Google Chrome, Mozilla Firefox,
and Apple Safari.</p>
        <p>To ensure optimal performance and user experience, the following technical requirements are
recommended:
• A reliable internet connection with a minimum bandwidth of 1 Mbps
• A device with a modern web browser and JavaScript enabled
• A screen resolution of at least 1280x1024 pixels</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>5. Planned evaluation</title>
      <sec id="sec-5-1">
        <title>5.1. Research design and methodology</title>
        <p>
          To evaluate the efectiveness of the interactive online trainer for primary school computer science
education, a mixed-methods, quasi-experimental research design will be employed [
          <xref ref-type="bibr" rid="ref37">37</xref>
          ] after receiving
ethical approval from the IRB. This approach combines quantitative and qualitative data collection and
analysis to gain a comprehensive understanding of the system’s impact on student learning, engagement,
and motivation.
        </p>
        <p>The study will involve two groups of primary school students: an experimental group using the
interactive online trainer and a control group receiving traditional classroom instruction. The groups
will be pre-tested to establish a baseline and post-tested to measure learning gains. Figure 8 illustrates
the research design and methodology.</p>
        <p>Pre-test</p>
        <p>Experimental group</p>
        <p>Control group</p>
        <p>Observations</p>
        <p>Post-test
Interviews</p>
      </sec>
      <sec id="sec-5-2">
        <title>5.2. Participants and setting</title>
        <p>The study will be conducted in three primary schools located in diferent regions of Ukraine to ensure
a diverse sample of participants and students’ safety. A total of 180 students (60 from each school)
in grades 3-4 (ages 8-10) will be recruited to participate in the study. The students will be randomly
assigned to either the experimental group or the control group within each school.</p>
        <p>Table 5 presents the distribution of participants across the three schools and the experimental and
control groups.</p>
        <p>The study will take place during regular school hours. The experimental group will use the interactive
online trainer in the school’s computer lab, while the control group will receive traditional classroom
instruction in their usual classroom setting.</p>
      </sec>
      <sec id="sec-5-3">
        <title>5.3. Data collection instruments</title>
        <p>
          The following data collection instruments will be used in the study:
• A pre-test and post-test will be administered to all participants to measure learning gains in
computer science knowledge. The test, consisting of multiple-choice and short-answer questions,
will align with the primary school computer science curriculum [
          <xref ref-type="bibr" rid="ref4">4</xref>
          ].
• An engagement and motivation survey will be given to the experimental group to assess their
engagement and motivation while using the interactive online trainer. The survey will include
Likert-scale and open-ended questions adapted from validated instruments like the Intrinsic
Motivation Inventory [
          <xref ref-type="bibr" rid="ref18">18</xref>
          ].
• Semi-structured interviews will be conducted with a subset of students from the experimental group
(n=30, 10 from each school) to gather qualitative data on their experiences with the interactive
online trainer. The interviews will focus on students’ perceptions of usability, enjoyment, and
the system’s impact on their learning [
          <xref ref-type="bibr" rid="ref23">23</xref>
          ].
• Classroom observations will be carried out by researchers to document student behavior,
engagement, and interactions with the interactive online trainer. Field notes and an observation protocol
will be used to capture relevant data [
          <xref ref-type="bibr" rid="ref20">20</xref>
          ].
        </p>
      </sec>
      <sec id="sec-5-4">
        <title>5.4. Analysis plan</title>
        <p>The collected data will be analyzed using a combination of quantitative and qualitative methods to
address the research questions and evaluate the efectiveness of the interactive online trainer.</p>
        <p>
          For the quantitative data (pre-test and post-test scores, engagement and motivation survey responses),
descriptive statistics (means, standard deviations) and inferential statistics (paired t-tests, independent
t-tests, ANCOVA) will be used to compare the experimental and control groups and measure the impact
of the intervention on student learning, engagement, and motivation [
          <xref ref-type="bibr" rid="ref8">8</xref>
          ].
        </p>
        <p>
          For the qualitative data (semi-structured interviews, classroom observations), a thematic analysis will
be employed to identify patterns and themes in students’ experiences and perceptions of the interactive
online trainer [
          <xref ref-type="bibr" rid="ref9">9</xref>
          ]. The qualitative findings will be used to triangulate and complement the quantitative
results, providing a more comprehensive understanding of the system’s efectiveness.
        </p>
        <p>Table 6 summarizes the data sources, analysis methods, and expected outcomes of the evaluation.</p>
        <p>Data source Analysis method Expected outcome
Pre-test and post- Descriptive statistics, paired t-tests, Measure learning gains and compare
experimentest scores independent t-tests, ANCOVA tal and control groups
Engagement and mo- Descriptive statistics, independent Assess engagement and motivation levels of the
tivation survey t-tests experimental group
Semi-structured in- Thematic analysis Identify patterns and themes in students’
experiterviews ences and perceptions
Classroom observa- Thematic analysis Document student behaviour, engagement, and
tions interaction with the system</p>
      </sec>
    </sec>
    <sec id="sec-6">
      <title>6. Discussion</title>
      <p>
        The development and evaluation of the interactive online trainer for primary school computer science
education have several potential implications for the field. First, the system demonstrates the feasibility
and efectiveness of using interactive, game-based learning approaches to introduce computer science
concepts to young learners [
        <xref ref-type="bibr" rid="ref7 ref8">7, 8</xref>
        ]. Our interactive online trainer can help bridge the gap between
traditional classroom instruction and the needs of digital native students [
        <xref ref-type="bibr" rid="ref38">38</xref>
        ].
      </p>
      <p>
        Second, the interactive online trainer can serve as a model for designing and implementing educational
technology interventions that are grounded in learning theories, such as constructivism, multimedia
learning, and self-regulated learning [
        <xref ref-type="bibr" rid="ref18 ref23 ref28">18, 28, 23</xref>
        ]. The system’s design principles and features, such as
scafolded learning activities, immediate feedback, and adaptive content, can inform the development
of other educational software applications targeting primary school students [
        <xref ref-type="bibr" rid="ref31 ref32">31, 32</xref>
        ].
      </p>
      <p>
        Finally, the interactive online trainer can support the integration of computer science education into
primary school curricula by providing teachers with a valuable resource for classroom instruction and
self-paced learning [
        <xref ref-type="bibr" rid="ref4 ref9">4, 9</xref>
        ]. The system can help address the challenges of limited teacher expertise and
access to age-appropriate learning materials, thus promoting the widespread adoption of computer
science education in primary schools [
        <xref ref-type="bibr" rid="ref10 ref12">10, 12</xref>
        ].
      </p>
    </sec>
    <sec id="sec-7">
      <title>7. Conclusion</title>
      <p>This paper presented the design, implementation, and planned evaluation of an interactive online
trainer for primary school computer science education. The system aims to address the challenges of
introducing computer science concepts to young learners by providing an engaging, accessible, and
efective learning experience grounded in educational theories and best practices.</p>
      <p>The interactive online trainer incorporates game-based learning, multimedia elements, and
selfregulated learning principles to promote student engagement, motivation, and knowledge construction.
The system features three main types of learning activities: image-text matching, puzzle assembly, and
multiple-choice quizzes, which are designed to progressively build students’ understanding of computer
science concepts.</p>
      <p>Declaration on Generative AI: During the preparation of this work, the authors used Claude 3 Opus in order to: Drafting
content, Text translation, Generate literature review, Grammar and spelling check, Content enhancement. After using this
service, the authors reviewed and edited the content as needed and takes full responsibility for the publication’s content.</p>
    </sec>
  </body>
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